WIP Beta released BeamNG Alternative lighting

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(mount_coottha.zip, POSTFX12 GENERAL.zip) New map mod out! @B25Mitch awesome Mount Coot-Tha. Note that we've had a rename of the mod, since im trying to create some sort of new-gen simcade (Forza H4, Dirt 2.0 and so on) graphics mod, and not a Natural Light mod.New PostFx too, suits the Mount Coot-Tha good, veeeery WIP SSAO on this though cause i accidently erased the current one and had to remake it from an old version. Screenshots added.Edit: since @Exchy got green going for him i made a less green version, for those that experience the same, check THIS post.UPDATE 2019-02-21

Apparently i wrote '2017' as the year for the other updates, donno why. Changed that.ECUSA added! "east_coast_usa.zip". Testing things.. so yeah, have a go One, yes ONE screenshot but also a vid added to demonstrate, check below.PostFX added too "POSTFX8 GENERAL.zip". The one i use now or atleast in ECUSA.UPDATE 2019-01-17

(POSTFX3 ECUSA.zip) Added this due to the POSTFX2.zip made the DOF effect the vehicles in ECUSA, test this one out if you experience the same thing as @CrimsonCrocodile made me aware of.UPDATE 2019-01-16

(utah v1.zip) Utah has been added! Had this on my disk for a short while but havent done alot of work on it the last days. Dont know if any more work is needed but we'll see.. So since the status of this thread is "WIP Beta Released" i might aswell include it Acreens added btw, a few fast ones from a sticky situation.

(italy v2.zip) Italy has been updated, night is now darker. Shadows has been finetuned (lightened ever so little). Lighting has been slightly changed and will now have a almost unnoticeable wider saturation range (=more colorful).

(POSTFX2.zip) PostFx has been changed too, SSAO more precise and Bloom hits a wider field of colors and is also slightly increased in strength. (the original PostFx zip has been renamed to POSTFX1.zip to keep track of things easier)

Please, say which one of the version you like better and why. Itll help to get this to perfection

I present to you BeamNG Alternative Lighting.

TITLE CHANGE, was prior to this known as BeamNG Natural Lighting but after a chat with B25Mitch i realized it might not be the most appropriate name so now its Alternative Lighting cause thats what it is

Earlier ive been doing alot of Reshade presets but theyre quite heavy and has its downsides as a gfx overlay, this is simply other settings in BeamNG itself.
I read up on setting up sky/light/shadows settings in Torque3D, aiming at getting a natural feel to it and this is the result. These settings will make the previous kind of dull and bland textures, normals textures, shadings, shadows, models, all things that is lit up or not pop to life, something ive always missed in BeamNG.

Ive also attached a PostFx preset file that will work great with WCUSA and Italy, which will be the first two maps to be released.

I have plenty more settings set up for alot of other maps, original and mods, but these are more WIP than the ones i release as a first step.

The graphics settings i use is more or less full everything, SMAA, all PostFX boxes are ticked and so on BUT ive reduced my Dynamic Reflections, primarily the distance (set to 100m, usually 50m cause you can see more anyways) and update rate settings.

HOW/WHERE TO INSTALL the map files:

Extract the files into the correct My Documents/Beamng.drive/levels/*mapname*/ folder. In Italys case it will be My Documents/Beamng.drive/levels/Italy/ . If you already have files there then i recommend making a backup of that.

HOW/WHERE TO INSTALL the PostFx files:

Anywhere basicly, but mines in the My Documents/Beamng.drive/ folder. Then you load this by opening the PostFx window ingame and Load Preset, browse to your file and choose that. Done.

Heres basicly what it will look like, ive made some minor changes to look better throughout the TOD loop:

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If the screens are to be beleived, this is a huge improvement graphically. I’ll definitely be trying this out when I get the time!

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Thats how it looks for me but i might have missed something getting it to work for others. I dont want to release a whole new map when ive only changed a few parameters, not models and so on. Ill have a look later on.

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@RiFlech, try this one, its all the content from my Italy folder, could need everything, although i didnt think so.. Place the content from the zip into yourMy Documents/Beamng.drive/levels/Italy/ -folder

Make a backup of yours first though --- Post updated ---
Until i get this running for all of us, heres a few additional screens from a unofficial fav map

EDIT: ZIP moved to first post.

Attached Files:

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@RiFlech , try this one, its all the content from my Italy folder, could need everything, although i didnt think so.. Place the content from the zip into yourMy Documents/Beamng.drive/levels/Italy/ -folder

Make a backup of yours first though --- Post updated ---
Until i get this running for all of us, heres a few additional screens from a unofficial fav map

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I loaded up West Coast after the update finally finished, and turned on the PostFX you made for West Coast, but I barely see any changes from my attempt (All I see is slightly lighter SSAO). You know what's going on or do I have to replace the whole file?

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I loaded up West Coast after the update finally finished, and turned on the PostFX you made for West Coast, but I barely see any changes from my attempt (All I see is slightly lighter SSAO). You know what's going on or do I have to replace the whole file?

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Did you install the levels-file too or are you just using the PostFx preset?

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So, I totally forgot to redownload both files, but before I redo the process, do I have to do anything else other then placing West_Coast_USA.ter/.json in the folder and use the PostFX file, or is there anything else I need to do, like deleting the original files?

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So, I totally forgot to redownload both files, but before I redo the process, do I have to do anything else other then placing West_Coast_USA.ter/.json in the folder and use the PostFX file, or is there anything else I need to do, like deleting the original files?

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All the files in the levels zip need to be in the folder, not only the .ter file

For the fun of it i took a screenshot (the first one below) with the Natural Lighting and my PostFx to make a complete comparison, as shading are now IMO better with my map settings i dont need to push the SSAO so hard, neither do i need to add contrast to the screen using LUT, compared to before. I would really like to see my map settings and you PostFx, i imagine it now being quite strong compared to without my map settings.

In the second screenshot ive circled some of the differences that can be seen by using my lighting setting, with or without PostFx. The highlights and overall shadings are now visible/more visible, the normal maps for the taillights, tires, road surface, you name it, is now doing their job instead of as before when they were not very pronounced at all. Other things that can be seen is the shadows in the trees, static objects and so on has a greater impact on the rest of the world, its also darker, as is the light lighter A vast improvement overall if you ask me

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Can't see difference between vanilla and natural lightning and at the last one not realistic for gameplay to have DoP IMO. When you drive is true you focus at the road but still can see the mountains clear. I don't know How even exist the option for playing when is just a photographie matter.